29,590 research outputs found

    A Social-Centred Gamification Approach to Improve Household Water Use Efficiency

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    The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains. Recently, a special interest has been given to the gamification design on systems addressing natural resource consumption issues such as to encourage efficient household water consumption. Despite the potential benefits, the gamification design method for such system is not conclusive. In this paper, we proposed a social-centred gamification approach to improve household water use efficiency. The approach firstly identified the water use related social network activities based upon existing popular social network activities. The approach then gamified each identified activity in terms of traditional instruments for improving water use efficiency and gamification rewards. The approach also used a set of indicators to explicitly detect and monitor both online social network activities and offline water use activities. With this approach the gamification effectiveness can be better traced and evaluated.ISS-EWATUS, Integrated Support System for Efficient Water Usage and Resources Management, FP7 project (grant no. 619228), funded by the European Communit

    Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation

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    Scenario-based design originates from the human-computer interaction and\ud software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the former’s more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed ï»żcharacteristics of the scenario

    Making things happen : a model of proactive motivation

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    Being proactive is about making things happen, anticipating and preventing problems, and seizing opportunities. It involves self-initiated efforts to bring about change in the work environment and/or oneself to achieve a different future. The authors develop existing perspectives on this topic by identifying proactivity as a goal-driven process involving both the setting of a proactive goal (proactive goal generation) and striving to achieve that proactive goal (proactive goal striving). The authors identify a range of proactive goals that individuals can pursue in organizations. These vary on two dimensions: the future they aim to bring about (achieving a better personal fit within one’s work environment, improving the organization’s internal functioning, or enhancing the organization’s strategic fit with its environment) and whether the self or situation is being changed. The authors then identify “can do,” “reason to,” and “energized to” motivational states that prompt proactive goal generation and sustain goal striving. Can do motivation arises from perceptions of self-efficacy, control, and (low) cost. Reason to motivation relates to why someone is proactive, including reasons flowing from intrinsic, integrated, and identified motivation. Energized to motivation refers to activated positive affective states that prompt proactive goal processes. The authors suggest more distal antecedents, including individual differences (e.g., personality, values, knowledge and ability) as well as contextual variations in leadership, work design, and interpersonal climate, that influence the proactive motivational states and thereby boost or inhibit proactive goal processes. Finally, the authors summarize priorities for future researc

    SIMNET: simulation-based exercises for computer net-work curriculum through gamification and augmented reality

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    Gamification and Augmented Reality techniques, in recent years, have tackled many subjects and environments. Its implementation can, in particular, strengthen teaching and learning processes in schools and universities. Therefore, new forms of knowledge, based on interactions with objects, contributing game, experimentation and collaborative work. Through the technologies mentioned above, we intend to develop an application that serves as a didactic tool, giving support in the area of Computer Networks. This application aims to stand out in simulated controlled environments to create computer networks, taking into ac-count the necessary physical devices and the different physical and logical topologies. The main goal is to enrich the students’ learning experiences and contrib-ute to teacher-student interaction, through collaborative learning provided by the tool, minimizing the need for expensive equipment in learning environments.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Maximising gain for minimal pain: Utilising natural game mechanics

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    This paper considers the application of natural games mechanics within higher education as a vehicle to encourage student engagement and achievement of desired learning outcomes. It concludes with desiderata of features for a learning environment when used for assessment and a reflection on the gap between current and aspired learning provision. The context considered is higher (tertiary) education, where the aims are both to improve students’ engagement with course content and also to bring about potential changes in the students’ learning behaviour. Whilst traditional approaches to teaching and learning may focus on dealing with large classes, where the onus is frequently on efficiency and on the effectiveness of feedback in improving understanding and future performance, intelligent systems can provide technology to enable alternative methods that can cope with large classes that preserve the cost-benefits. However, such intelligent systems may also offer improved learning outcomes via a personalised learning experience. This paper looks to exploit particular properties which emerge from the game playing process and seek to engage them in a wider educational context. In particular we aim to use game engagement and Flow as natural dynamics that can be exploited in the learning experience

    Mapping the complexity of higher education in the developing world

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    This repository item contains a single issue of Issues in Brief, a series of policy briefs that began publishing in 2008 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.On October 27 and 28, 2009, a workshop of experts on higher education in developing countries was convened by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future. The meeting was supported by a grant from the National Academies Keck Futures Initiative with additional support from the Pardee Center and the Office of the Boston University Provost. The meeting brought together experts in economics, public policy, education, development, university management, and quantitative modeling who had rich experiences across the developing world. These experts offered a variety of conceptual tools with which to look at the particular complexities associated with higher education in developing countries. The meeting was convened by the authors of this paper. This policy brief builds upon and reflects on the discussion at this meeting, but is not a meeting report, per se

    Utopias and Dystopias as Cybernetic Information Systems: Envisioning the Posthuman Neuropolity

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    While it is possible to understand utopias and dystopias as particular kinds of sociopolitical systems, in this text we argue that utopias and dystopias can also be understood as particular kinds of information systems in which data is received, stored, generated, processed, and transmitted by the minds of human beings that constitute the system’s ‘nodes’ and which are connected according to specific network topologies. We begin by formulating a model of cybernetic information-processing properties that characterize utopias and dystopias. It is then shown that the growing use of neuroprosthetic technologies for human enhancement is expected to radically reshape the ways in which human minds access, manipulate, and share information with one another; for example, such technologies may give rise to posthuman ‘neuropolities’ in which human minds can interact with their environment using new sensorimotor capacities, dwell within shared virtual cyberworlds, and link with one another to form new kinds of social organizations, including hive minds that utilize communal memory and decision-making. Drawing on our model, we argue that the dynamics of such neuropolities will allow (or perhaps even impel) the creation of new kinds of utopias and dystopias that were previously impossible to realize. Finally, we suggest that it is important that humanity begin thoughtfully exploring the ethical, social, and political implications of realizing such technologically enabled societies by studying neuropolities in a place where they have already been ‘pre-engineered’ and provisionally exist: in works of audiovisual science fiction such as films, television series, and role-playing games

    On Modeling the Costs of Censorship

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    We argue that the evaluation of censorship evasion tools should depend upon economic models of censorship. We illustrate our position with a simple model of the costs of censorship. We show how this model makes suggestions for how to evade censorship. In particular, from it, we develop evaluation criteria. We examine how our criteria compare to the traditional methods of evaluation employed in prior works
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